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Idea for new implementation of ammo "powers"


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#26
CroGamer002

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Phaedon wrote...

--
I am also pretty certain that handling incendiary rounds require additional training than handling standard rounds.


wut?

#27
Dem_B

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I agree and I support the idea that should to change ammo as powers. There were many topics and discussions, many would like ammo mods. Developers should pay attention to it. I do not have an account on Twitter and I asked my question to ask in the thread The Twitter Thread - "Casey Hudson says......" but no one asked, someone might ask this question?

"Do you know about a large number of people who are not satisfied with the system of ammo powers and what are you think of the ideas which have been proposed to change this system?"

Also if you can, ask other questions: social.bioware.com/forum/1/topic/323/index/7358840/77#7742182

Thanks, if someone will help.

#28
Shifty Assassin

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I prefer the ammo types remain with soldiers. Makes it more unique and actually makes you feel more like a soldier having specialized ammo other classes don't.

Modifié par Shifty Assassin, 30 juin 2011 - 09:10 .


#29
Parion

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Ideally ammo should be a weapon mod, but soldiers should get powers that either increase thier effectiveness or allow them to double up so they can, for example, fire flaming shredder rounds.

I also think there should be no un-modded fire. Basic fire should be armour piercing, which we can then swap out for different bonuses.

Modifié par Parion, 30 juin 2011 - 09:41 .


#30
Lumikki

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What I can say, I do agree few things.

Ammo powers does feel wrong, even how handy they are. Not because how they are used, because that's just taste how player wants, but how they are "skill" for character. It's the differences between "ammunition" properties and character (player) skill affecting the shot it self. This is why ammo powers feels wrong.

Other issue is that ammo powers should not be class related, because they aren't really skills, but properties of "ammunition". So, is it done like in ME1 mod or like in ME2 as push the button in weapon to change "ammunition" property, doesn't affect that all classes should be able to use it. Because it does't require skill to do it.

In my opinion ammo powers should be totally seperated from class powers. Every class should have them, if they are related "ammunition" properties and not skill to do the shot it self.

At the moment they feel like Bioware runned out of ideas what to give classes and just filled them with ammo power "skill" what doesn't even make sense as "skill".

Modifié par Lumikki, 30 juin 2011 - 11:27 .


#31
Daiyus

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Dangerfoot wrote...

Agree with the OP. Making ammo "powers" just seems like a way to fill out the Soldier's powers list. It's just stupid magic weapon enchants, and why some characters can use it and others can't is never explained, because explaining it would be pretty impossible since it's totally ludicrous.

Please make ammo "powers" into weapon mods.


The way I always considered Ammo Powers was that a Soldier (or whatever class it is) carries the Mod in their pocket required to put into, or swap out of a weapon. Just like Engineers go into battle with certain program on their Omni-Tool that allow them to use Incinerate or AI Hacking. After all, all soldiers are equipped with an Omni-Tool, so they could theoretically have the capability to cast Tech Powers, they just don't take what's needed for it. The other classes don't carry those weapon mods, so they can't pop them in.

#32
Praetor Knight

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I figure that the specialized ammo blocks for Inferno, Disruptor, Cryo, Tungsten and so on either have to be carried on the armor or manufactured with the omni-tool in the field, so with specialized materials such as Thermite, having the ammo types as powers works for me to reflect that within the existing gameplay restrictions.

And it makes some sense that with the Soldier being the class most extensively trained with more weapon types than other classes to also be able to juggle between a base of three ammo powers.

#33
Phaedon

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Mesina2 wrote...

Phaedon wrote...

--
I am also pretty certain that handling incendiary rounds require additional training than handling standard rounds.


wut?

It makes sense to me. Projectile physics may be affected, and weapon may require special handling.

#34
CroGamer002

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^You don't need to have some elite training how to hold flammable stuff.

And how does that explains for doing extra damage and giving ammo powers to squadmates too?

#35
Phaedon

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Oh, c'mon Mesina!

It's pretty obvious that my team mates will shoot better if they see how awesome I am holding that incendiary ammo-equipped Avenger!

Kidding aside, you are right. It doesn't, and that's why we shouldn't assume that gameplay elements must make sense, lore-wise, etc.

I think that since Soldier is the weapons master however, the ammo powers will be useful in ME3, considering that all classes can pick up and use the AR and the SR.

I am not very happy with how they distributed ammo powers in ME2 either, but hey, ammo powers in general are a cool idea.

Modifié par Phaedon, 30 juin 2011 - 12:22 .


#36
CroGamer002

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^I agree.

Even though it would make sense as mods, I really don't see what would they then give to Soldier class.

#37
Praetor Knight

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Mesina2 wrote...

And how does that explains for doing extra damage and giving ammo powers to squadmates too?


One way to think about the Squad versions is that three blocks are carried / made instead of one block by whoever has the power, with each in the squad getting an ammo block.

But I hope the Squad part is improved for Inferno, Tungsten and Shredder with the greater number of power evolutions in ME3.

Heavy Disruptor though does not seem to be favored by many with the exploding of mechs / bots part so meh :D

Modifié par Praetor Shepard, 30 juin 2011 - 12:32 .


#38
SNascimento

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Ammo powers were one of the better parts in ME2. I really don't understand why people whine so much about it.

#39
Phaedon

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SNascimento wrote...

Ammo powers were one of the better parts in ME2. I really don't understand why people whine so much about it.

Because classes didn't have even access to them.

Modifié par Phaedon, 30 juin 2011 - 12:47 .


#40
Whatever42

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I wasn't a fan of ammo powers because I felt it made the soldier a bit dull. Oh, it was overpowered but still not terribly interesting to me. As far as it being a mod or a power, I don't really care. I just don't want the soldier limited to AR.

#41
lazuli

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Phaedon wrote...

Shotokanguy wrote...

TexasToast712 wrote...

 Ammo Powers are just like they were in ME2 and thats the way I like it. /thread



How bout no?

Don't listen to him guys, if you have something to say go ahead.

How about you don't go:
"No I don't like your opinion, it's different than mine, every one else please ignore him"
 
on a public forum?


Could be wrong, but I think he was asking everyone to ignore the "/thread" part in a hope to keep the discussion going.

#42
HTTP 404

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vote in my sig....

#43
lazuli

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HTTP 404 wrote...

vote in my sig....


This discussion isn't really about thermal clips.  It's about ammo powers.

#44
JayhartRIC

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Mesina2 wrote...

^You don't need to have some elite training how to hold flammable stuff.

And how does that explains for doing extra damage and giving ammo powers to squadmates too?


You don't need elite training to push the AI Hacking button either, by your logic.

#45
JayhartRIC

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lazuli wrote...

The Spamming Troll wrote...

give the soldier a huge defensive debuff, give them carnage, assasinate, marksman, make them heavy weapon exclusive.

i always thought people thought ammo powers were completely useless unless for their CC potential.


The added damage is somewhat marginal.  I like your suggestions... but I do have some reservations.  I don't think we need weapon-specific powers anymore.  Concussive Shot has been rumored to work differently depending on the current ammo power in use.

I'm glad you didn't recommend the return of Immunity.


I hope this is the case.   That would kill 2 birds with one stone.  It would give some extra "oomph" to ammo powers, and it would make Concussive Shot useful.

#46
TexasToast712

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Phaedon wrote...

SNascimento wrote...

Ammo powers were one of the better parts in ME2. I really don't understand why people whine so much about it.

Because classes didn't have even access to them.

Warp Ammo and Tungsten ammo were accessible as bonus powers and those 2 are the best ones anyway. I hope they bring back warp ammo. I liked the idea that my Vanguard could use his biotics to make his guns kick more ass.

#47
Xeranx

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Phaedon wrote...

Shotokanguy wrote...

TexasToast712 wrote...

 Ammo Powers are just like they were in ME2 and thats the way I like it. /thread



How bout no?

Don't listen to him guys, if you have something to say go ahead.

How about you don't go:
"No I don't like your opinion, it's different than mine, every one else please ignore him"
 
on a public forum?


As opposed to what Texas Toast said which is just as dismissive.  'On a public forum'.  

I see it again and again.  Just because you side with them you don't have a care for how they come across, but with how the person who has a different stance comes across.  Really hypocritical.

#48
DialupToaster

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I hope you guys realize that you can (due to the level 30 cap) only invest in 2 strong ammo powers and a weak adrenalin rush OR weak everything but more versatility. Bottom line your either not effective or your only effective versus SOME enemies. It does not help that almost every squady had ammo powers that made your soldier WORTHLESS.

#49
rt604

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Maybe for soldiers what they could do for that specific class is give soldiers the exclusive ability to combine squad ammo with the heavy version of the ammo type. Unfortunately I didn't find Cryo Ammo useful at all on Insanity, and I wanted to put more points in Concussion Shot, but I had to put it all in Incendiary Ammo, Disruptor Ammo and Tungsten Ammo.

However, I do miss the weapon specific powers of the soldier from ME1. I used all the skills, but Carnage was especially useful against powerful enemies and crowds because it had huge damage bonus and area of effect of the damage.

#50
DialupToaster

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SNascimento wrote...

Ammo powers were one of the better parts in ME2. I really don't understand why people whine so much about it.

Because we had the same thing in the first game WITHOUT using up ability slots. PLUS in the first game the soldier was more FUN overpowered but fun.